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Played it today. While brushwork is amazing and I really liked some scenery, there're a lot of things that could be done better. For example, most buttons are unusable (they could at least play a deny sound), soda machines are not interactive. Some maps have performance issues, so optimization will be welcome too. A hint for players: if you feel like it's laggy, try disabling vertical sync in video settings.
Also the mod kinda lacks the plot or special features which would make a mod, well, special. There're just two dudes throwing some lines at the player, but nothing really important. Sadly, this part is probably the hardest to fix.
Don't get me wrong, I'm just a little disappointed that such promising work turned out to be not as great (again, it's still good) as one can assume by just looking at screenshots. It certainly has a potential to be something better, if revised.
Anyway, congrats on the release, that's a lot of work.
Btw I know the struggle of locking yourself on using opfor dlls with no way to edit source code. Luckily to this day opfor dlls were re-implemented by enthusiasts (including me). So if the author is ever gonna revise the mod (e.g. after gathering all issues found by players), changing the code is also quite possible.
Put client.so to echoes/cl_dlls. Put hl.so to echoes/dlls. You can rename it to echoes.so for consistency (because windows dll is called echoes.dll). Add the following line to echoes/liblist.gam:
MrGnang if you're going to release another update you may consider fixing reference to sprites/muzzleflash2.spr resource in the map (I did not check, but I guess it's used by func_tank?). That way Linux users won't need to copy this file under another name. Actually you could add linux binaries to the new release (if it ever happens) too.
Just saying that you can play it on Linux (and probably OSX) GoldSource using this source code Github.com (I can provide a binary version for Linux if you don't want to build it yourself).
But you'll need to go to the mod resources and copy "sprites/muzzleflash2.spr" as "sprites/muzzleflash2.spr " (with a trailing space at the end). Otherwise you won't be able to load echoes23 map because some entity references this sprite just like that. Windows version does not have this problem because Windows automatically strips a trailing space during the file search.
There's another workaround. Extract files from pak4.pak, e.g. with this tool Github.com
Then delete pak4.pak. It should run from steam. It looks like some GoldSource error, hopefully not a problem of our hlsdk.
Run steam in terminal and then run They Hunger from steam as usual. That helped me.
Spirit's movewith is definitely a good feature to have, yet we did not add it. But now when you said about burning osprey I consider adding movewith would be a useful improvement since we're gonna have similar events in our mod.
Both fgd and source code will be published upon mode release.
Hello. I think I've seen this code in some github repo and found it poorly written in some parts.
Anyway all stuff from Opposing Force that we need (and even more) is already implemented. I actually played Opposing Force campaign on our game libraries. It worked pretty well and helped us find some bugs in our code.
In case you want to play this on Linux, add the following lines to the liblist.gam file:
Opposing Force must be installed.
I see what you did here.
Hello, I'm author of original Induction. Very glad to see my idea got new life in Source engine. Thanks for this return. Please, feel free to make changes in plot, add new levels, etc. Also I hope maps will be opensource just like my own ones. We gotta share our experience to other people, but for some reason it's very rare when mappers share map sources. In my opinion it's a big mistake.
not only opfor zombies. All opfor monsters except Pit worm and Geneworm
You should copy directory "induction" into directory of your Half-Life. After that, create shortcut by hl.exe and write " -game induction" in line "Object". For example "D:\Games\Half-Life\hl.exe -game induction"
We had answered this question yet. Our mod uses content from opposing force, as Condition Zero uses content from Counter Strike.
Soldier's Adverntures uses code of Opposing Force. I posted fgd because one user asked me. Maybe fgd will be interesting for you because it allows to show models from Opposing Force in valve hammer editor.
I saw this model in Cleaner's Adventures.
fix duct's textures
I think, it is "Power Up"
It is nicely done, but I don't see author's idea in this mod. 7/10
Mod "Cleaner's Adventures" contains HD model of worker. Maybe, will you take model from this mod?
Why do you think so?
Red HEV-suit is Colette's suit (play Decay)
bien, Yo entiendo español poco :)
after I posted this mod on moddb, other mod Quiver (mod according to old story) was posted here too. I think, we join mods.
good mod, but there are some defects